#064 Kadabra
General Location Attacks Stats Egg Moves SpinOff Dex
Gen VIII Dex Gen VII Dex
Let's Go Dex
Gen VI Dex Gen V Dex
Gen IV Dex Gen III Dex Gen II Dex Gen I Dex

Images
Male Female
Normal Sprite Shiny Sprite Normal Sprite Shiny Sprite
Name Other Names No. Gender Ratio Type
Kadabra
Japan: Yunghelor
ユンゲラー
French: Kadabra
German: Kadabra
Korean: 윤겔라
National: #064
BW Unova: #---
B2W2 Unova: #---
Male :75%
Female :25%
Abilities: Synchronize - Inner Focus - Magic Guard (Hidden Ability)
Synchronize: When this Pokémon becomes POISON, PARALYZE, or BURN, so does the opponent. However, Fire-type and Water Veil ability Pokémon cannot be BURNed, Poison-type and Steel-type and Immunity ability Pokémon cannot be POISONed, and Limber ability Pokémon cannot be PARALYZEd.
Inner Focus: This Pokémon will not flinch. Does not prevent flinching with Focus Punch.
Hidden Ability (Available):
Magic Guard: Prevents all damage except from direct-attack moves.
Classification Height Weight Capture Rate Base Egg Steps
Psi Pokémon 4’03”
1.3m
124.6lbs
56.5kg
100 5,120
Experience Growth Base Happiness Effort Values Earned Flee FlagEntree Forest Level
1,059,860 Points
Medium Slow
70 2 Sp. Attack Point(s)
98 Level 16
Damage Taken
*1 *1 *1 *1 *1 *1 *0.5 *1 *1 *1 *0.5 *2 *1 *2 *1 *2 *1
Wild Hold Item Egg Groups

Twisted Spoon
- 5%
Human-like
Evolutionary Chain
Locations
Black Trade from White
White Evolve Abra
Black 2 Evolve Abra
White 2 Evolve Abra
Trainer Locations  Details

Flavor Text
Black It stares at its silver spoon to focus its mind. It emits more alpha waves while doing so.
White
Black 2
White 2

Black/White/Black 2/White 2 Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Teleport -- -- 20 --
Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited.
Kinesis -- 80 15 --
The user distracts the target by bending a spoon. It lowers the target's accuracy.
Confusion 50 100 25 10
The target is hit by a weak telekinetic force. It may also leave the target confused.
16 Confusion 50 100 25 10
The target is hit by a weak telekinetic force. It may also leave the target confused.
18 Disable -- 100 20 --
For four turns, this move prevents the target from using the move it last used.
22 Miracle Eye -- -- 40 --
Enables a Dark-type target to be hit by Psychic-type attacks. It also enables an evasive target to be hit.
24 Ally Switch -- -- 15 --
The user teleports using a strange power and switches its place with one of its allies.
28 Psybeam 65 100 20 10
The target is attacked with a peculiar ray. It may also cause confusion.
30 Reflect -- -- 20 --
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
34 Telekinesis -- -- 15 --
The user makes the target float with its psychic power. The target is easier to hit for three turns.
36 Recover -- -- 10 --
Restoring its own cells, the user restores its own HP by half of its max HP.
40 Psycho Cut 70 100 20 --
The user tears at the target with blades formed by psychic power. Critical hits land more easily.
42 Role Play -- -- 10 --
The user mimics the target completely, copying the target's natural Ability.
46 Psychic 90 100 10 --
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat.
48 Future Sight 100 100 10 --
Two turns after this move is used, a hunk of psychic energy attacks the target.
52 Trick -- 100 10 --
The user catches the target off guard and swaps its held item with its own.
TM & HM Attacks
TM/HM #Attack NameTypeCat.Att.Acc.PPEffect %
TM03 Psyshock 80 100 10 --
The user materializes an odd psychic wave to attack the target. This attack does physical damage.
TM04 Calm Mind -- -- 20 --
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
TM06 Toxic -- 90 10 --
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power ?? 100 15 --
A unique attack that varies in type and intensity depending on the Pokémon using it.
TM11 Sunny Day -- -- 5 --
The user intensifies the sun for five turns, powering up Fire-type moves.
TM12 Taunt -- 100 20 --
The target is taunted into a rage that allows it to use only attack moves for three turns.
TM16 Light Screen -- -- 30 --
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
TM17 Protect -- -- 10 --
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance -- -- 5 --
The user summons a heavy rain that falls for five turns, powering up Water-type moves.
TM19 Telekinesis -- -- 15 --
The user makes the target float with its psychic power. The target is easier to hit for three turns.
TM20 Safeguard -- -- 25 --
The user creates a protective field that prevents status problems for five turns.
TM21 Frustration ?? 100 20 --
A full-power attack that grows more powerful the less the user likes its Trainer.
TM27 Return ?? 100 20 --
A full-power attack that grows more powerful the more the user likes its Trainer.
TM29 Psychic 90 100 10 --
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat.
TM30 Shadow Ball 80 100 15 --
The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat.
TM32 Double Team -- -- 15 --
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM33 Reflect -- -- 20 --
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
TM41 Torment -- 100 15 --
The user torments and enrages the target, making it incapable of using the same move twice in a row.
TM42 Facade 70 100 20 --
An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
TM44 Rest -- -- 10 --
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM45 Attract -- 100 15 --
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
TM46 Thief 40 100 10 --
The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item.
TM48 Round 60 100 15 --
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.
TM51 Ally Switch -- -- 15 --
The user teleports using a strange power and switches its place with one of its allies.
TM53 Energy Ball 80 100 10 --
The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def.
TM56 Fling ?? 100 10 --
The user flings its held item at the target to attack. Its power and effects depend on the item.
TM57 Charge Beam 50 90 10 --
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
TM63 Embargo -- 100 15 --
It prevents the target from using its held item. Its Trainer is also prevented from using items on it.
TM70 Flash -- 100 20 --
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves.
TM73 Thunder Wave -- 100 20 --
A weak electric charge is launched at the target. It causes paralysis if it hits.
TM77 Psych Up -- -- 10 --
The user hypnotizes itself into copying any stat change made by the target.
TM85 Dream Eater 100 100 15 --
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP.
TM86 Grass Knot ?? 100 20 --
The user snares the target with grass and trips it. The heavier the target, the greater the damage.
TM87 Swagger -- 90 15 --
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.
TM90 Substitute -- -- 10 --
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM92 Trick Room -- -- 5 --
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
Egg Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %  
Encore -- 100 5 -- Details
The user compels the target to keep using only the move it last used for three turns.
Barrier -- -- 30 -- Details
The user throws up a sturdy wall that sharply raises its Defense stat.
Knock Off 20 100 20 -- Details
The user slaps down the target's held item, preventing that item from being used in the battle.
Fire Punch 75 100 15 10 Details
The target is punched with a fiery fist. It may also leave the target with a burn.
Thunderpunch 75 100 15 10 Details
The target is punched with an electrified fist. It may also leave the target with paralysis.
Ice Punch 75 100 15 10 Details
The target is punched with an icy fist. It may also leave the target frozen.
Power Trick -- -- 10 -- Details
The user employs its psychic power to switch its Attack with its Defense stat.
Guard Swap -- -- 10 -- Details
The user employs its psychic power to switch changes to its Defense and Sp. Def with the target.
Skill Swap -- -- 10 -- Details
The user employs its psychic power to exchange Abilities with the target.
Guard Split -- -- 10 -- Details
The user employs its psychic power to average its Defense and Sp. Def stats with those of its target's.

Black 2/White 2 Move Tutor Attacks
Attack NameTypeCat.Att.Acc.PPEffect %
Drain Punch7510010--
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
Fire Punch751001510
The target is punched with a fiery fist. It may also leave the target with a burn.
Foul Play9510015--
The user turns the target's power against it. The higher the target's Attack stat, the greater the damage.
Gravity----5--
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.
Ice Punch751001510
The target is punched with an icy fist. It may also leave the target frozen.
Iron Tail1007515--
The target is slammed with a steel-hard tail. It may also lower the target's Defense stat.
Knock Off2010020--
The user slaps down the target's held item, preventing that item from being used in the battle.
Magic Coat----15--
A barrier reflects back to the target moves like Leech Seed and moves that damage status.
Magic Room----10--
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
Recycle----10--
The user recycles a held item that has been used in battle so it can be used again.
Role Play----10--
The user mimics the target completely, copying the target's natural Ability.
Signal Beam751001510
The user attacks with a sinister beam of light. It may also confuse the target.
Skill Swap----10--
The user employs its psychic power to exchange Abilities with the target.
Sleep Talk----10--
While it is asleep, the user randomly uses one of the moves it knows.
Snatch----10--
The user steals the effects of any healing or stat-changing move the opponent attempts to use.
Snore4010015--
An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.
Thunderpunch751001510
The target is punched with an electrified fist. It may also leave the target with paralysis.
Trick--10010--
The user catches the target off guard and swaps its held item with its own.
Wonder Room----10--
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
Zen Headbutt809015--
The user focuses its willpower to its head and attacks the target. It may also make the target flinch.
Gen III & IV Only Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %Method
Focus Punch 150 100 20 -- Gen IV TM01
The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
Shock Wave 60 -- 20 -- Gen IV TM34
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.
Secret Power 70 100 20 30 Gen IV TM43
The user attacks the target with a secret power. Its added effects vary depending on the user's environment.
Endure -- -- 10 -- Gen IV TM58
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Captivate -- 100 20 -- Gen IV TM78
If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.
Natural Gift ?? 100 15 -- Gen IV TM83
The user draws power to attack by using its held Berry. The Berry determines its type and power.
Headbutt 70 100 15 -- Move Tutor - HGSS
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.
Nightmare -- 100 15 -- Move Tutor - XD
A sleeping target sees a nightmare that inflicts some damage every turn.
Dynamicpunch 100 50 5 100 Move Tutor - Emerald
The user punches the target with full, concentrated power. It confuses the target if it hits.
Mega Punch 80 85 20 -- Move Tutor - FRLG
The target is slugged by a punch thrown with muscle-packed power.
Mega Kick 120 75 5 -- Move Tutor - FRLG
The target is attacked by a kick launched with muscle-packed power.
Body Slam 85 100 15 30 Move Tutor - FRLG
The user drops onto the target with its full body weight. It may also leave the target with paralysis.
Double-edge 120 100 15 -- Move Tutor - FRLG
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.
Counter ?? 100 20 -- Move Tutor - FRLG
A retaliation move that counters any physical attack, inflicting double the damage taken.
Seismic Toss ?? 100 20 -- Move Tutor - FRLG
The target is thrown using the power of gravity. It inflicts damage equal to the user's level.
Mimic -- -- 10 -- Move Tutor - FRLG
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out.
Metronome -- -- 10 -- Move Tutor - FRLG
The user waggles a finger and stimulates its brain into randomly using nearly any move.
Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats 40 35 30 120 70 105
Max Stats
Hindering Nature
Lv. 50 100 - 147 36 - 78 31 - 73 112 - 154 67 - 109 99 - 141
Lv. 100 190 - 284 67 - 152 58 - 143 220 - 305 130 - 215 193 - 278
Max Stats
Neutral Nature
Lv. 50 100 - 147 40 - 87 35 - 82 125 - 172 75 - 122 110 - 157
Lv. 100 190 - 284 75 - 169 65 - 159 245 - 339 145 - 239 215 - 309
Max Stats
Beneficial Nature
Lv. 50 100 - 147 44 - 95 38 - 90 137 - 189 82 - 134 121 - 172
Lv. 100 190 - 284 82 - 185 71 - 174 269 - 372 159 - 262 236 - 339

<--- #063
Abra
#065
Alakazam
--->